Release notes for build 1600.20090930.0 - 10/5/09


Airhammer

 

Posted

Release notes for build 1600.20090930.0
October 5th 2009


COMBINED



Powers


General

  • Invulnerability (all Archetypes): Invincibility will now play the activation sound only when the toggle is first turned on.
  • Willpower/Resurgence: Fixed a bug that would cause this power’s animation to play multiple times.
  • Base Teleporter power earned from logging out near a base portal will now correctly disable when the No Travel Powers challenge setting is selected.

Powers Customization
  • Fixed the frost effects in Ice Blast’s Aim to stop growing at a specified size. The customized power should now match the default version.
  • Restored the sound FX for customized versions of Psychic Shockwave.
  • Controller - Kinetics - Transference effects should now tint properly.
  • Controller - Kinetics - Siphon Power effects should now tint properly.
  • Controller - Kinetics - Fulcrum Shift effects should now tint properly.
  • “Fx in PVP only” now works correctly on all multiple Invulnerability powers.
  • “Fx in PVP only” now works correctly on all multiple Stalker Regeneration powers.
  • “Fx in PVP only” now works correctly on the Stalker/Willpower – Hide power.

Supergroups
  • All Supergroup ranks can now convert Influence into Prestige.


CITY OF HEROES


Powers


Blasters
  • Devices - Targeting Drone: Activating this power with a bow in hand should no longer play the “Snap Shot” animation.

Scrappers
  • Shield Defense - Shield Charge: Modified this power’s damage to have it correctly be multiplied by the Scrapper damage modifier. The end result is a large increase in damage to this power.
Tankers
  • Shield Defense - Shield Charge: Modified this power’s damage to have it correctly be multiplied by the Tanker damage modifier. The end result is a very slight increase in damage to this power.

Rewards
  • Fixed a bug that caused the Justin Augustine Taskforce to award 24 Reward Merits instead of 42 Reward Merits.


City of Villains:


Badges
  • The Master of Reichsman’s Strikeforce badge should correctly award to players that complete this Strikeforce without being defeated and do not use temporary powers.


 

Posted

And people were already saying that Shield Charge for Tankers was a bit too powerful. (They're wrong IMO.)
My Fire/SD Scrapper will appreciate the fix as well.

Unless the patch is live before the end of the week this coming weekend's Shardtober run of Justin Augustine will be a bit light on merits. Oh well.

Nice batch of fixes regardless.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Red Valkyrja View Post
After the update, I am unable to log in to the test server.
Try now.


 

Posted

Quote:
Scrappers

* Shield Defense - Shield Charge: Modified this power’s damage to have it correctly be multiplied by the Scrapper damage modifier. The end result is a large increase in damage to this power.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

I guess that answers the question of what AT to get as an elec/shield.

However, this introduces a balance issue. AAO is dramatically less useful for brutes than scrappers. Before, brutes' shield charge advantage was more than enough to make that irrelevant, but now shields are definitely better for non-brutes.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

Quote:
Originally Posted by ChaosExMachina View Post
However, this introduces a balance issue. AAO is dramatically less useful for brutes than scrappers. Before, brutes' shield charge advantage was more than enough to make that irrelevant, but now shields are definitely better for non-brutes.
All Brute powesets beneft less from +damage buffs. This doesn't introduce a balance issue. It might be highlighting an existing one.

For example, this situation has existed all along for Super Strength with Rage and other sets with Build Up. (Not even mentioning that BU is smaller +damage for Brutes than it is for Scrappers.)


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

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Brutes also have higher base HP, and thus get more out of true grit. Balance is a good thing.

The only possible issue I can think of now is the damage cap on psuedo-pets being the same and not following the AT's damage cap.


Be well, people of CoH.

 

Posted

Somehow, someway brutes are perfectly ok with this slight balance issue...nothing to see here Castle.


 

Posted

Quote:
Originally Posted by UberGuy View Post
All Brute powesets beneft less from +damage buffs. This doesn't introduce a balance issue. It might be highlighting an existing one.

For example, this situation has existed all along for Super Strength with Rage and other sets with Build Up. (Not even mentioning that BU is smaller +damage for Brutes than it is for Scrappers.)
Build up is not much of a concern since every primary gets a similar power, but this is one of the specialties of shields. I didn't think of true grit, but if that power wasn't there it would be important to the balance of secondaries within the AT and shields across ATs.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

Posted

Quote:
Scrappers
Shield Defense - Shield Charge: Modified this power’s damage to have it correctly be multiplied by the scrapper damage modifier. The end result is a large increase in damage to this power.
Oh hell yes.


@Demobot

Also on Steam

 

Posted

Quote:
Originally Posted by Niviene View Post
Supergroups
  • All Supergroup ranks can now convert Influence into Prestige.
Really? Why? I mean, if it were a decent exchange rate, sure, this would be good. But as the rates now stand, well, changing the hair color of SG Registrar to one shade darker would be a more beneficial change... >_>




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Posted

While the sound glitch with INV might be fixed, my FX for Invincibility on my INV tanker (female) are still not showing no matter what I set it to (dark, bright, original [usually use orginal]) as has been the case since the patch that brought the sound glitch... I was hoping they were somehow tied together...

Also Unyielding seems to have a weird delay in show the FX about 1 second after the animation finishes, but Invincibility is way more important to me, my character feels... wrong without that glow...


 

Posted

Yay, a bug i reported got fixed!

...good thing I already finished, ah, "testing" it >_>


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
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Posted

Quote:
Originally Posted by Niviene View Post
Scrappers
  • Shield Defense - Shield Charge: Modified this power’s damage to have it correctly be multiplied by the Scrapper damage modifier. The end result is a large increase in damage to this power.
Woo hoo!

Also: Geez, that added 130.99 extra damage onto my Scrapper's Shield Charge. Me like.


Playstation 3 - XBox 360 - Wii - PSP

Remember kids, crack is whack!

Samuel_Tow: Your avatar is... I think I like it

 

Posted

[quote=ChaosExMachina;2302387]

Quote:
Originally Posted by ChaosExMachina View Post
Build up is not much of a concern since every primary gets a similar power, but this is one of the specialties of shields.
The fact that just about every Brute attack set gets something like Build Up reinforces the point. All Brute powers that buff damage function equally less well on a Brute as, say, on a Scrapper. I don't how see /Shield merits special consideration or is uniquely disadvantaged. Fiery Embrace is party of the supposed offensive specialty of Firey Aura, and yet it is just as degraded on a Brute compared to on a Scrapper because more of a Brute's damage potential is an additive bonus on a smaller base.

There's nothing magically bad about the damage buff from */Shield on Brutes here. It works like everything else similar across the AT.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

Quote:
Originally Posted by Niviene View Post
Scrappers
  • Shield Defense - Shield Charge: Modified this power’s damage to have it correctly be multiplied by the Scrapper damage modifier. The end result is a large increase in damage to this power.
Woot! My DM/SD scrap thanks you.
But...Will it now Crit, like its supposed to?
Or would that throw it out of "Balance"?



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Posted

[*]Controller - Kinetics - Transference effects should now tint properly.[*]Controller - Kinetics - Siphon Power effects should now tint properly.[*]Controller - Kinetics - Fulcrum Shift effects should now tint properly.


YAAAAAY ! I R HAPPY Naow!


 

Posted

Quote:
Originally Posted by Clouded View Post
Somehow, someway brutes are perfectly ok with this slight balance issue...nothing to see here Castle.
Like Blizzard, Shield Charge summoned a pseudo-pet that used its own AT modifier, very likely matching the intended damage for a Brute. Because all versions of the power summoned the same pseudo-pet which disregarded AT modifiers and used its own, this was not working as intended (far as I'm concerned, half the powers rigged like this aren't, but that's besides the point) and the ATs it wasn't giving the right damage for got a boost.

It's also highly likely that the powerset WAS balanced for Scrappers, with Tankers and Brutes getting more than they were supposed to, but a change in the opposite direction - reducing Brute and Tanker damage BY A LOT would not have gone over well.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

I don't see a note for the exemplar influence/infamy bug, did it make it in this patch?


 

Posted

Quote:
Originally Posted by Niviene View Post
Release notes for build 1600.20090930.0
[B]October 5th 2009

City of Villains:


Badges
  • The Master of Reichsman’s Strikeforce badge should correctly award to players that complete this Strikeforce without being defeated and do not use temporary powers.
So we fix the badge and not the MM Temp power?


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MA ArcID: 1197
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Posted

Quote:
Originally Posted by BurninUp View Post
I don't see a note for the exemplar influence/infamy bug, did it make it in this patch?
What bug would this be? Never heard of it


Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.

 

Posted

Quote:
Originally Posted by Bud View Post
Woot! My DM/SD scrap thanks you.
But...Will it now Crit, like its supposed to?
Or would that throw it out of "Balance"?
Other Scrapper secondary powers that do damage do not crit -- I'm not sure if it's just some or all. For example, Dark Armor's PBAoE damage toggle, Death Shroud, has never critted. I'm guessing that's why Shield Charge doesn't crit. If they do change it to crit, they should probably change all the Scrapper secondary powers that do damage.


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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by White Hot Flash View Post
What bug would this be? Never heard of it
Information can be found in this thread: http://boards.cityofheroes.com/showthread.php?p=2294286

Basically, you don't see any increase in infamy/influence when exemplaring. You get exactly the same amount.